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go/internal/lsp/source/deep_completion.go
Muir Manders f0be937dca internal/lsp: speed up deep completion search
Optimize a few things to speed up deep completions:

- item() is slow, so don't call it unless the candidate's name matches
  the input.
- We only end up returning the top 3 deep candidates, so skip deep
  candidates early if they are not in the top 3 scores we have seen so
  far. This greatly reduces calls to item(), but also avoids a
  humongous sort in lsp/completion.go.
- Get rid of error return value from found(). Nothing checked for this
  error, and we spent a lot of time allocating the only possible error
  "this candidate is not accessible", which is not unexpected to begin
  with.
- Cache the call to types.NewMethodSet in methodsAndFields(). This is
  relatively expensive and can be called many times for the same type
  when searching for deep completions.
- Avoid calling deepState.chainString() twice by calling it once and
  storing the result on the candidate.

These optimizations sped up my slow completion from 1.5s to
0.5s. There were around 200k deep candidates examined for this one
completion. The remaining time is dominated by the fuzzy
matcher. Obviously 500ms is still unacceptable under any
circumstances, so there will be subsequent improvements to limit the
deep completion search scope to make sure we always return completions
in a reasonable amount of time.

I also made it so there is always a "matcher" set on the
completer. This makes the matching logic a bit simpler.

Change-Id: Id48ef7031ee1d4ea04515c828277384562b988a8
Reviewed-on: https://go-review.googlesource.com/c/tools/+/190522
Run-TryBot: Rebecca Stambler <rstambler@golang.org>
TryBot-Result: Gobot Gobot <gobot@golang.org>
Reviewed-by: Rebecca Stambler <rstambler@golang.org>
2019-08-20 18:51:39 +00:00

127 lines
3.6 KiB
Go

// Copyright 2019 The Go Authors. All rights reserved.
// Use of this source code is governed by a BSD-style
// license that can be found in the LICENSE file.
package source
import (
"go/types"
"strings"
)
// Limit deep completion results because in most cases there are too many
// to be useful.
const MaxDeepCompletions = 3
// deepCompletionState stores our state as we search for deep completions.
// "deep completion" refers to searching into objects' fields and methods to
// find more completion candidates.
type deepCompletionState struct {
// enabled is true if deep completions are enabled.
enabled bool
// chain holds the traversal path as we do a depth-first search through
// objects' members looking for exact type matches.
chain []types.Object
// chainNames holds the names of the chain objects. This allows us to
// save allocations as we build many deep completion items.
chainNames []string
// highScores tracks the highest deep candidate scores we have found
// so far. This is used to avoid work for low scoring deep candidates.
highScores [MaxDeepCompletions]float64
}
// push pushes obj onto our search stack.
func (s *deepCompletionState) push(obj types.Object) {
s.chain = append(s.chain, obj)
s.chainNames = append(s.chainNames, obj.Name())
}
// pop pops the last object off our search stack.
func (s *deepCompletionState) pop() {
s.chain = s.chain[:len(s.chain)-1]
s.chainNames = s.chainNames[:len(s.chainNames)-1]
}
// chainString joins the chain of objects' names together on ".".
func (s *deepCompletionState) chainString(finalName string) string {
s.chainNames = append(s.chainNames, finalName)
chainStr := strings.Join(s.chainNames, ".")
s.chainNames = s.chainNames[:len(s.chainNames)-1]
return chainStr
}
// isHighScore returns whether score is among the top MaxDeepCompletions
// deep candidate scores encountered so far. If so, it adds score to
// highScores, possibly displacing an existing high score.
func (s *deepCompletionState) isHighScore(score float64) bool {
// Invariant: s.highScores is sorted with highest score first. Unclaimed
// positions are trailing zeros.
// First check for an unclaimed spot and claim if available.
for i, deepScore := range s.highScores {
if deepScore == 0 {
s.highScores[i] = score
return true
}
}
// Otherwise, if we beat an existing score then take its spot and scoot
// all lower scores down one position.
for i, deepScore := range s.highScores {
if score > deepScore {
copy(s.highScores[i+1:], s.highScores[i:])
s.highScores[i] = score
return true
}
}
return false
}
func (c *completer) inDeepCompletion() bool {
return len(c.deepState.chain) > 0
}
// deepSearch searches through obj's subordinate objects for more
// completion items.
func (c *completer) deepSearch(obj types.Object) {
if !c.deepState.enabled {
return
}
// If we are definitely completing a struct field name, deep completions
// don't make sense.
if c.wantStructFieldCompletions() && c.enclosingCompositeLiteral.inKey {
return
}
// Don't search into type names.
if isTypeName(obj) {
return
}
// Don't search embedded fields because they were already included in their
// parent's fields.
if v, ok := obj.(*types.Var); ok && v.Embedded() {
return
}
// Push this object onto our search stack.
c.deepState.push(obj)
switch obj := obj.(type) {
case *types.PkgName:
c.packageMembers(obj)
default:
// For now it is okay to assume obj is addressable since we don't search beyond
// function calls.
c.methodsAndFields(obj.Type(), true)
}
// Pop the object off our search stack.
c.deepState.pop()
}